Started playing this last night and played a little more this morning.
So far, I'm not a huge fan of the controls. They work, but after playing Matterfall (also a side-scroller), SR feels pretty awful. The 3DS analog stick isn't great here, though at the moment I won't rule out the fact that I've barely touched a 3DS in my entire life and I', not used to it yet.
Here's the issue I see. It's acting like a twin stick but doesn't have two sticks. You can aim in any direction by rotating the stick, and fire with a button (already forgot the letter) which is fine for up and down, but anything else will cause you to move forward (or backward). You can solve this by holding L1 which will force you to stay in place while shooting, but that's the problem. You're stuck in that state.
This is what I mean when I say it's acting like a twin stick. Matterfall is the best comparison because the shooting is exactly the same only you shoot with the second stick, meaning there's no conflict between moving and aiming.
Of course, they probably never intended it to be one, but it does feel like one that doesn't work properly, though the way the enemies I've encountered so far behave and the way the parry mechanic works, seems to indicate that they did want to limit your movement to encourage constant parry use.
The enemies just roam back and forth until they see you, then launch an attack that so far has just been to rush straight at you. When they are about to attack you'll see a small white spark in front of them. A successful parry knocks them back, automatically looks you on, and gives you a more powerful shot. Doing the parry any other time as a normal hit (it's this upward, slashing motion) will just knock enemies back a short distance creating a little space, but not really stopping them.
You take damage from just touching enemies so they don't need to be attacking to hurt you. This makes avoiding them without parrying quite difficult. Like this bat thing dives at you, and you CAN jump it but a few times I landed on the damn thing which caused damage anyway. If I end up liking this game enough in the end, I might consider a no parry run, though the first boss required it. It was invincible until you parried.
Note: All this is based on what I've fought so far and very early in the game.
Almost forgot, I have missiles too, but only needed to use them on one enemy so far. It was some turtle thing that the regular blaster can't hurt because it hides in its shell.
The only abilities I've found so far are Scan, Charge Shot and Morph Ball. I'm pretty sure every one knows what these do. I've passed a few small spaces that I can now access but I can't get back to them at this point. I'm guessing there's a level select or fast travel option, or maybe an ability.
I've passed quite a few things I need abilities for. Some colored blocks, Morph Ball spaces, and doors with some kind of crap growing on them.
So far, not bad. I like the exploration and can't wait to get new abilities.
So far, I'm not a huge fan of the controls. They work, but after playing Matterfall (also a side-scroller), SR feels pretty awful. The 3DS analog stick isn't great here, though at the moment I won't rule out the fact that I've barely touched a 3DS in my entire life and I', not used to it yet.
Here's the issue I see. It's acting like a twin stick but doesn't have two sticks. You can aim in any direction by rotating the stick, and fire with a button (already forgot the letter) which is fine for up and down, but anything else will cause you to move forward (or backward). You can solve this by holding L1 which will force you to stay in place while shooting, but that's the problem. You're stuck in that state.
This is what I mean when I say it's acting like a twin stick. Matterfall is the best comparison because the shooting is exactly the same only you shoot with the second stick, meaning there's no conflict between moving and aiming.
Of course, they probably never intended it to be one, but it does feel like one that doesn't work properly, though the way the enemies I've encountered so far behave and the way the parry mechanic works, seems to indicate that they did want to limit your movement to encourage constant parry use.
The enemies just roam back and forth until they see you, then launch an attack that so far has just been to rush straight at you. When they are about to attack you'll see a small white spark in front of them. A successful parry knocks them back, automatically looks you on, and gives you a more powerful shot. Doing the parry any other time as a normal hit (it's this upward, slashing motion) will just knock enemies back a short distance creating a little space, but not really stopping them.
You take damage from just touching enemies so they don't need to be attacking to hurt you. This makes avoiding them without parrying quite difficult. Like this bat thing dives at you, and you CAN jump it but a few times I landed on the damn thing which caused damage anyway. If I end up liking this game enough in the end, I might consider a no parry run, though the first boss required it. It was invincible until you parried.
Note: All this is based on what I've fought so far and very early in the game.
Almost forgot, I have missiles too, but only needed to use them on one enemy so far. It was some turtle thing that the regular blaster can't hurt because it hides in its shell.
The only abilities I've found so far are Scan, Charge Shot and Morph Ball. I'm pretty sure every one knows what these do. I've passed a few small spaces that I can now access but I can't get back to them at this point. I'm guessing there's a level select or fast travel option, or maybe an ability.
I've passed quite a few things I need abilities for. Some colored blocks, Morph Ball spaces, and doors with some kind of crap growing on them.
So far, not bad. I like the exploration and can't wait to get new abilities.
Last edited by Birdman on Wed Sep 25, 2019 9:40 am; edited 1 time in total